Game interaction control method and apparatus, and electronic device
By casting and controlling game props in survival games and adjusting the status of game scenes and virtual objects, the problem of single gameplay in existing gameplay is solved, and the fun and challenging game is improved.
Patent Information
- Application Number
- PCT/CN2024/128163
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-11-29
- Filing Date
- 2024-10-29
- Publication Date
- 2025-06-05
AI Technical Summary
The existing survival gameplay is single, and the game scene content and scene changes are limited, resulting in low player interest in gaming.
By casting target game props in the game scene and controlling the safe area gradually shrinks with the game progress, controlling the controlled virtual object to push the props to move, and adjust the prop size. After the target prop hits the virtual object, it enters an out-of-control state and forces it to move, and finally eliminates outside the safe area.
It enriches gameplay, increases players' interest in gaming, and makes the game more challenging and fun.
Smart Images

Figure CN2024128163_05062025_PF_FP_ABST
Abstract
Description
Game interactive control method, device and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202311619490.9, filed on November 29, 2023, entitled “Game Interactive Control Method, Device and Electronic Device”, the entire contents of which are incorporated by reference into this disclosure. Technical Field
[0003] The present disclosure relates to the technical field of game design, and in particular to a game interactive control method, device, and electronic device. Background Art
[0004] In survival games, the last surviving controlled virtual object is usually the winner. However, current survival games have a single gameplay, and the game scene content and scene changes are limited, resulting in low player interest in the game.
[0005] Summary of the Invention
[0006] The purpose of the present disclosure is to provide a game interactive control method, device and electronic device to increase the richness of game content and enhance players' gaming interest.
[0007] In a first aspect, the present disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, the game scene including at least multiple virtual objects and a safe area, wherein the virtual objects include at least a first virtual object and a controlled virtual object controlled by the terminal device. The method comprises: placing a target game prop in the game scene, and controlling the safe area to gradually shrink as the game progresses; in response to a first trigger operation on the target game prop, controlling the controlled virtual object to push the target game prop to move in the game scene, and controlling the prop size of the target game prop to be adjusted during the process of the controlled virtual object pushing the target game prop to move, wherein the hit range of the target game prop corresponds to the prop size; in response to the target game prop hitting the first virtual object, controlling the first virtual object to enter a continuous out-of-control state, reducing the target attribute of the first virtual object, and forcibly displacing the first virtual object, wherein the distance the first virtual object is forced to displace is negatively correlated with the target attribute; and in response to the first virtual object being outside the safe area, eliminating the first virtual object.
[0008] In a second aspect, the present disclosure provides a game interactive control device, characterized in that a graphical user interface is provided through a terminal device, and at least part of a game scene is displayed in the graphical user interface, and the game scene includes at least multiple virtual objects and a safe area, wherein the virtual objects include at least a first virtual object and a controlled virtual object controlled by the terminal device, and the device includes: a prop delivery module, configured to execute the delivery of a target game prop in the game scene, and control the safe area to gradually shrink as the game progresses; a prop trigger module, configured to execute a first trigger operation in response to the target game prop, and control the controlled virtual object to push the target game prop. The control module comprises a control logic module and a control logic module, wherein the control logic module controls the control logic of the first virtual object and the control logic module. The control logic module controls the control logic of the first virtual object and the control logic module. The control logic module controls the control logic of the first virtual object and the control logic module. The control logic module controls the control logic of the first virtual object and the control logic module. The control logic module controls the control logic of the first virtual object and the control logic module. The control logic module controls the control logic of the first virtual object and the control logic module. The control logic module controls the control logic of the first virtual object and the control logic module.
[0009] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.
[0010] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0011] The embodiments of the present disclosure bring the following beneficial effects:
[0012] The present disclosure provides a game interaction control method, device, and electronic device, which release a target game prop in a game scene and control the safe zone in the game scene to gradually shrink as the game progresses; then, in response to a first trigger operation on the target game prop, control a controlled virtual object to push the target game prop to move in the game scene, and control and adjust the prop size of the target game prop during the process of the controlled virtual object pushing the target game prop to move, with the hit range of the target game prop corresponding to the prop size; then, in response to the target game prop hitting a first virtual object, control the first virtual object to enter a continuous out-of-control state, reduce the target attribute of the first virtual object, and force the first virtual object to move, the distance of the forced displacement of the first virtual object being negatively correlated with the target attribute; in response to the first virtual object being outside the safe zone, eliminate the first virtual object. This method can hit the virtual object in the game scene by releasing and releasing the target game prop in the game scene, causing the hit virtual object to enter a continuous out-of-control state, making it easier for the player to attack the hit virtual object and improving the game winning rate. Therefore, this method not only enriches the gameplay but also helps to enhance the player's gaming interest.
[0013] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0014] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0016] FIG1 is a flowchart of a game interaction control method according to an exemplary embodiment of the present disclosure;
[0017] FIG2 is a schematic diagram of a controlled virtual object pushing a target game prop to move according to one exemplary embodiment of the present disclosure;
[0018] FIG3 is a schematic diagram of a game interaction control according to an exemplary embodiment of the present disclosure;
[0019] FIG4 is a schematic structural diagram of a game interaction control device according to an exemplary embodiment of the present disclosure;
[0020] FIG5 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION
[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0022] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0023] In one embodiment of the present disclosure, the game interaction control method can be run on a local terminal device or a server. When the game interaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0024] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0026] In one possible implementation, an embodiment of the present disclosure provides a method for interactive game control, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes at least a plurality of virtual objects and a safe area, wherein the virtual objects include at least a first virtual object and a controlled virtual object controlled by the terminal device. As shown in FIG1 , the method includes the following specific steps:
[0027] Step S102: placing target game props in the game scene, and controlling the safety area to gradually shrink as the game progresses.
[0028] The above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interactive system. Specifically, the above-mentioned terminal device can be a mobile phone, a tablet computer or a personal computer, etc. By running the game program corresponding to the target game, the terminal device can provide a graphical user interface corresponding to the target game, and the graphical user interface is used to display the scene screen of the game scene. The game scene includes at least multiple virtual objects and a safe area, wherein the multiple virtual objects include at least a first virtual object and a controlled virtual object controlled by the terminal device, and the first virtual object is controlled by other terminal devices other than the terminal device that controls the controlled virtual object. The first virtual object can be the object that the controlled virtual object needs to attack, or it can be a teammate of the controlled virtual object, etc. The above-mentioned safe area is usually the area where players play games. If the virtual objects in the game fall from the safe area or move out of the safe area, it will cause the virtual objects to be eliminated or the game to fail.
[0029] In specific implementations, a target game prop can be placed randomly or at fixed intervals in the game scene, and the virtual objects in the game scene can pick up the target game prop as their own game skills. At the same time, the safety area in the game scene will gradually shrink as the game progresses, that is, the size of the safety area will gradually shrink as the game time goes by. This method can increase the difficulty of the game and increase the fun of the game. Specifically, the initial shape and initial size of the safety area can be determined according to R&D requirements. For example, the safety area can be a circular area, and over time, the circular area corresponding to the safety area gradually shrinks; the safety area can also be a square area, and over time, the square area corresponding to the safety area gradually shrinks.
[0030] Step S104, in response to the first trigger operation on the target game prop, controlling the controlled virtual object to push the target game prop to move in the game scene, and controlling the adjustment of the prop size of the target game prop during the process of the controlled virtual object pushing the target game prop to move, wherein the hit range of the target game prop corresponds to the prop size.
[0031] The specific operation corresponding to the above-mentioned first trigger operation can be determined according to research and development needs. For example, the first trigger operation can be a click operation on the skill control corresponding to the target game prop after the player picks up the target game prop, or it can be a click operation or long press operation on the target game prop placed in the game scene. When the player performs the first trigger operation on the target game prop, in some embodiments, the controlled virtual object will automatically push the target game prop to move in the game scene. That is, after the player performs the first trigger operation on the target game prop, the controlled virtual object will forcibly push the target game prop to move in the direction currently facing the controlled virtual object. At this time, even if the player does not control the movement of the controlled virtual object, the controlled virtual object will push the target game prop to move; when the player controls the movement of the controlled virtual object, the player can control the direction in which the controlled virtual object pushes the target game prop to move.
[0032] In other embodiments, after the player performs the first trigger operation on the target game prop, the controlled virtual object will respond to the player's movement operation and push the target game prop to move in the game scene. That is, after the player performs the first trigger operation on the target game prop, the controlled virtual object and the target game prop will be combined into a whole. When the player operates the controlled virtual object to move, the controlled virtual object can be controlled to push the target game prop to move at the same time, and the movement directions of the two are consistent.
[0033] During the process of the controlled virtual object pushing the target game prop to move, the target game prop's size is adjusted. The method for adjusting the target game prop's size can be determined based on R&D requirements. For example, the target game prop's size may become larger or smaller, or it may increase to a certain size and then stop increasing. In a specific implementation, to improve the snowball's hit rate, the target game prop's hit range can be made proportional to its size. In other words, the larger the target game prop's size, the larger its hit range in the game scene. After the controlled virtual object pushes the target game prop for a certain period of time, the target game prop's size grows to its maximum size and then stops changing.
[0034] Furthermore, in some embodiments, when a controlled virtual object pushes a target game item, a certain gaming benefit, such as a movement speed bonus, may be imparted to the controlled virtual object based on the duration of the push. Specifically, the longer the controlled virtual object pushes the target game item, the faster the controlled virtual object's movement speed, thereby increasing the probability that the target game item will hit its target.
[0035] Step S106, in response to the target game prop hitting the first virtual object, controlling the first virtual object to enter a continuous out-of-control state, reducing the target attribute of the first virtual object, and forcibly displacing the first virtual object, wherein the distance the first virtual object is forcibly displaced is negatively correlated with the target attribute.
[0036] In a specific implementation, when the controlled virtual object releases the target game prop or the target game prop is automatically released, it may hit the first virtual object within the hit range of the target game prop. After the first virtual object is hit by the target game prop, the first virtual object will enter a continuous out-of-control state and reduce the target attribute of the first virtual object, and control the first virtual object to be forced to move based on the current attribute value of the target attribute. The specific state corresponding to the continuous out-of-control state can be determined according to R&D requirements. For example, the continuous out-of-control state can be freezing the first virtual object for a specified time, or stunning the first virtual object for a specified time, so that the player cannot control the movement of the first virtual object when the first virtual object is in a continuous out-of-control state; the continuous out-of-control state can also be the first virtual object being drawn into the target game prop, so that the first virtual object follows the target game prop and rolls a distance. During the rolling process, the player cannot control the movement of the first virtual object. The above-mentioned forced displacement can be the first virtual object moving a distance in the direction of being hit, or the first virtual object being knocked away a distance, etc., which can be determined according to R&D requirements.
[0037] In actual applications, the target attribute of the first virtual object decreases when the target game prop hits the first virtual object. At the same time, the distance that the first virtual object is forced to displace is negatively correlated with the target attribute, that is, the higher the attribute value corresponding to the target attribute, the closer the distance that the first virtual object is forced to displace; the lower the attribute value corresponding to the target attribute, the farther the distance that the first virtual object is forced to displace. Specifically, the specific attribute corresponding to the target attribute of the above-mentioned first virtual object can be determined according to research and development needs. For example, the target attribute can be the mass or defense value of the first virtual object. In specific implementation, the longer the controlled virtual object pushes the target game prop to move in the game scene, the more aggressive the target game prop is, the faster the controlled virtual object pushes the target game prop to move, and the greater the reduction in the target attribute of the first virtual object hit by the target game prop, which in turn forces the first virtual object to displace farther when the target game prop hits.
[0038] Step S108 : In response to the first virtual object being outside the safe area, the first virtual object is eliminated.
[0039] In a specific implementation, if the target game prop hits the first virtual object, the first virtual object is forced to move out of the safe area, or the first virtual object is attacked by other virtual objects and moved out of the safe area, the first virtual object will be eliminated, and the first virtual object will end the game.
[0040] The disclosed embodiments provide a method for controlling game interactions. This method enables virtual objects in a game scene to be hit by dropping and releasing target game props in the game scene, causing the hit virtual objects to enter a continuously out-of-control state, making it easier for players to attack the hit virtual objects and improving the game winning rate. This method not only enriches the gameplay, but also helps to enhance players' interest in the game and speed up the game process, thereby reducing the processing pressure on the terminal and server.
[0041] The following preferred embodiments are used to describe how the controlled virtual object pushes the target game prop to move, and how the target game prop is released.
[0042] Specifically, the above-mentioned specific process of responding to the first trigger operation for the target game prop and controlling the controlled virtual object to push the target game prop to move in the game scene may include: responding to the first trigger operation for the target game prop, placing the target game prop in front of the controlled virtual object, and controlling the controlled virtual object to push the target game prop to move in the current direction of the controlled virtual object.
[0043] In a specific implementation, when the player performs the first trigger operation on the target game prop, the target game prop will be placed directly in front of the controlled virtual object, and the controlled virtual object will automatically push the target game prop to move in the current direction of the controlled virtual object. That is, when the player performs the first trigger operation on the target game prop, the player does not need to control the movement of the controlled virtual object, and the controlled virtual object can forcibly push the target game prop to move in the current direction.
[0044] As shown in Figure 2, this is a schematic diagram of a controlled virtual object pushing a target game prop to move provided by an embodiment of the present disclosure. The black circle in Figure 2 represents the target game prop, and the character model pushing the target game prop on the left side of the target game prop is the controlled virtual object. The character models other than the controlled virtual object in Figure 2 represent the first virtual object in the game scene. The elliptical area where the controlled virtual object and the first virtual object are located in Figure 2 is the safe area.
[0045] In an optional embodiment, during the process of the controlled virtual object pushing the target game prop to move, the player can also control the movement state of the controlled virtual object through the mobile control, and then control the movement state of the controlled virtual object pushing the target game prop. Specifically, during the process of the controlled virtual object pushing the target game prop to move, in response to the sliding operation of the mobile control displayed in the graphical user interface, the target movement direction of the controlled virtual object is determined based on the sliding direction of the sliding operation, and the controlled virtual object is controlled to push the target game prop from moving toward the current direction to moving toward the target movement direction. Specifically, the sliding direction of the sliding operation is also the target movement direction of the controlled virtual object, and the movement direction of the controlled virtual object pushing the target game prop can follow the sliding direction of the sliding operation. This method can adjust the pushing direction of the target game prop according to the player's needs, so that the target game prop moves to the area where the player wants to move, thereby also facilitating the player to attack the virtual objects in the game scene through the target game prop.
[0046] In an optional embodiment, when the controlled virtual object switches from pushing the target game item in the current direction to moving in the target direction, the speed of the controlled virtual object pushing the target game item is reduced; and in response to the controlled virtual object switching to pushing the target game item in the target direction, the speed of the controlled virtual object pushing the target game item is increased. In other words, to ensure that the controlled virtual object can smoothly push the target game item, it is necessary to reduce the speed of the controlled virtual object when it is rotating during the process of pushing the target game item, thereby enhancing the realism of the game experience.
[0047] It should be noted that in order to ensure the smooth movement of the target game props pushed by the controlled virtual object, it is necessary to prohibit the controlled virtual object from performing specified actions. The specific actions included in the specified actions can be determined according to R&D needs. For example, the specified actions can be jumping, rolling, decisive combat skills and pounce, etc.
[0048] Furthermore, during the process of the controlled virtual object pushing the target game prop, in response to the controlled virtual object continuously pushing the target game prop for a first preset time, the size of the target game prop is controlled to increase from an initial size to a target size. The specific values corresponding to the first preset time, initial size, and target size can be determined based on research and development needs and are not specifically limited here.
[0049] In a specific implementation, as the controlled virtual object continues to push the target game prop, the prop size of the target game prop will gradually increase. The prop size will be switched every certain period of time (the specific time value corresponding to this time can be determined according to R&D requirements, for example, this time can be 0.5 seconds or 1 second, etc.). When the first preset time is reached, the prop size of the target game prop reaches the maximum size, that is, the target size. The first preset time can be 1.5 seconds or 2 seconds, etc. After the prop size of the target game prop reaches the target size, if the controlled virtual object continues to push the target game prop, the prop size of the target game prop will not increase and will remain at the target size.
[0050] In actual applications, in response to the controlled virtual object continuously pushing the target game prop for a second preset time, the controlled virtual object is controlled to release the target game prop; wherein the second preset time is greater than the first preset time, and the second preset time is the maximum time that the controlled virtual object can continuously push the target game prop to move. Specifically, the controlled virtual object will not continuously push the target game prop to move, but will automatically release the target game prop after continuously pushing the target game prop for the second preset time, thereby preventing the prop from continuously affecting the movement state of the controlled virtual object. The specific time corresponding to the above-mentioned second preset time can be determined according to research and development needs. For example, the second preset time can be 5 seconds or 6 seconds.
[0051] At a specific time, the player can control the timing of the controlled virtual object's release of the target game prop. Specifically, in response to a prop release command triggered by the controlled virtual object continuously pushing the target game prop for a third preset time, the controlled virtual object is controlled to release the target game prop. The third preset time is no greater than the second preset time, and the third preset time can be determined based on the player's operation. The prop release command can be issued after the player triggers the skill control displayed in the graphical user interface, or it can be issued after the player clicks the target game prop, and the specific command can be determined based on R&D requirements.
[0052] During the process of the controlled virtual object pushing the target game prop, if the target game prop's prop size increases to the target size and the player triggers the prop release command, the controlled virtual object will release the target game prop of the target size in the game scene. If the target game prop's prop size has not increased to the target size and the player triggers the prop release command, the controlled virtual object will release the target game prop of the same size as the target game prop's current prop size. The direction in which the controlled virtual object releases the target game prop matches the direction in which the controlled virtual object pushes the target game prop.
[0053] In an optional embodiment, the specific implementation method of controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object in response to the target game prop hitting the first virtual object includes: in response to the target game prop hitting the first virtual object, based on the target duration of the controlled virtual object continuously pushing the target game prop, controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object; wherein the duration of the continuous out-of-control state is positively correlated with the target duration, and the reduction amount of the target attribute is positively correlated with the target duration.
[0054] Specifically, the duration that the controlled virtual object continuously pushes the target game item is positively correlated with the amount of reduction in the target attribute of the first virtual object hit by the target game item. That is, the longer the controlled virtual object pushes the target game item, the greater the power of the target game item. After the controlled virtual object releases the target game item, the more the attribute value of the target attribute of the hit first virtual object decreases. The more the attribute value of the target attribute of the first virtual object decreases, the farther the first virtual object is knocked away. At the same time, the longer the controlled virtual object continuously pushes the target game item, the longer the first virtual object hit by the target game item remains out of control.
[0055] In another optional embodiment, while the controlled virtual object is pushing the target game prop to move, in response to the controlled virtual object entering an out-of-control state, the controlled virtual object is controlled to automatically release the target game prop. The out-of-control state can be determined based on R&D requirements. For example, the out-of-control state can be the aforementioned continuous out-of-control state, or it can be the controlled virtual object being knocked away, colliding with an obstacle, being hit by other props, or the controlled virtual object actively releasing a skill.
[0056] In a specific implementation, after the first virtual object enters a continuous out-of-control state, in response to the time the first virtual object enters a continuous out-of-control state reaching a preset time threshold, the first virtual object is controlled to release the continuous out-of-control state. The specific time value corresponding to the above-mentioned preset time threshold can be determined according to R&D needs. For example, the preset time threshold can be 2 seconds or 5 seconds. In some embodiments, in order to speed up the game rhythm and increase the tension and excitement of the game, when the time the first virtual object enters a continuous out-of-control state reaches a preset time threshold, the first virtual object will release the continuous out-of-control state, but the target attribute of the first virtual object will not increase. In other embodiments, in order to avoid players being eliminated too quickly and having a poor gaming experience, when the time the first virtual object enters a continuous out-of-control state reaches a preset time threshold, the first virtual object will release the continuous out-of-control state and the target attribute of the first virtual object will be restored, for example, restored to the full value. In some other embodiments, in order to balance the game rhythm and player experience, when the time when the first virtual object enters the continuous out-of-control state reaches a preset time threshold, the first virtual object will be released from the continuous out-of-control state and the target attribute of the first virtual object will not be restored, but the first virtual object can restore at least part of its target attribute by picking up designated props placed in the game scene or performing certain attribute-adding actions.
[0057] The following embodiments are used to describe how to use the first game prop.
[0058] Specifically, a first virtual object and a controlled virtual object in a game scene are both configured with a first game skill, and the first game skill is used to release a first game item in the game scene. Based on this, in response to a release instruction for the first game skill, the controlled virtual object is controlled to release the first game item; and in response to the first game item hitting the first virtual object, the target attribute of the first virtual object is controlled to be reduced.
[0059] In a specific implementation, after the first virtual object is hit by the first game prop, the target attribute of the first virtual object will decrease. At this time, the controlled virtual object attacks the first virtual object by pushing the target game prop. The first virtual object is likely to be knocked away farther due to the decrease in the target attribute, that is, the distance the first virtual object is knocked away is negatively correlated with the target attribute of the first virtual object.
[0060] Furthermore, in response to the first game item hitting the first virtual object, a first game effect lasting a specified duration is added to the first virtual object and a countdown is started; in response to the first virtual object being hit by the first game item again within the specified duration, the first game effect is superimposed and the countdown is reset to refresh the number of superimposed layers and duration of the first game effect. Specifically, after the first virtual object is hit by the first game item, a first game effect lasting a specified duration is added to the first virtual object. The specific form of the first game effect can be determined based on R&D requirements. For example, the first game effect can be a covering layer added to the first virtual object, and the covering layer can be snow or other props. The first game effect can also control the first virtual object to change color, etc. During the duration of the first game effect, if the first virtual object is hit by the first game item again, the first game effect will continue to be superimposed on the first virtual object and the countdown will be reset to restart the calculation of the duration of the first game effect.
[0061] Specifically, in response to the timer reaching a specified duration, the first game effect attached to the first virtual object is released. In other words, within the duration of the first game effect, if the first virtual object is not hit by the first game item again, the first game effect attached to the first virtual object is released.
[0062] In an optional embodiment, in response to the first game effect being superimposed to a specified number of layers, the first virtual object is controlled to enter a persistent out-of-control state. The specific number of layers corresponding to the above-mentioned specified number of layers can be determined based on research and development requirements. For example, the specified number of layers can be 3 or 4 layers. Specifically, when the game effect attached to the first virtual object is superimposed to the specified number of layers, the first virtual object enters a persistent out-of-control state. If the first virtual object is hit by the first game item again while in the persistent out-of-control state, the duration of the first virtual object's persistent out-of-control state is increased.
[0063] After the out-of-control state persists for a specified period of time, the out-of-control state is released. In response to the first virtual object being released from the out-of-control state, the first virtual object is configured to be immune to the first game effect applied for a preset period of time. In other words, if the first virtual object is hit by the first game item again within the preset period of time after the out-of-control state is released, the first game effect cannot be applied to the first virtual object. This provides a protection mechanism for the first virtual object, preventing it from remaining in the out-of-control state and affecting the player's gaming experience.
[0064] In a specific embodiment, each time the first game item hits the first virtual object, the target attribute of the first virtual object decreases by a unit value. The specific value corresponding to this unit value can be determined based on research and development requirements; for example, the unit value can be 5 or 10. Assuming the specified number of layers is 3, then if the first game item hits the first virtual object three times, the target attribute of the first virtual object decreases by 3 times the unit value, and the first virtual object enters a continuous out-of-control state. Furthermore, each time the first game item hits the first virtual object, not only does it decrease the target attribute of the first virtual object, but it also adds layers to the first virtual object. That is, within a preset time period, each time the first game item hits the first virtual object, a layer of the first game effect is added to the first virtual object, with each layer corresponding to a different performance state. When the first virtual object reaches the specified number of layers, the first virtual object enters a continuous out-of-control state. If the first virtual object is not hit by the first game item within a certain period of time, the specified number of layers rapidly decays.
[0065] In a specific embodiment, a first skill control is displayed in a graphical user interface, and the release instruction of the first game skill is triggered by the first skill control. Based on this, in response to the controlled virtual object picking up the target game prop in the game scene, the first skill control is switched to the second skill control; in response to the second trigger operation on the second skill control, the first trigger operation on the target game prop is determined to be triggered. In other words, the above-mentioned first trigger operation on the target game prop is achieved by triggering the second skill control. It can also be understood that the player performs the second trigger operation on the second skill control, and the controlled virtual object will automatically push the target game prop to move in the game scene, and control and adjust the prop size of the target game prop during the process of the controlled virtual object pushing the target game prop to move.
[0066] In a specific embodiment, when the player continues to push the target game prop for less than a second preset time, the player triggers the second skill control again, and the controlled virtual object can release the target game prop in the game scene.
[0067] Furthermore, in response to the controlled virtual object releasing a target game item in the game scene, the second skill control is controlled to switch to the first skill control. The target game item can be released by the player actively or automatically. After the target game item is released, the second skill control switches to the first skill control.
[0068] Furthermore, in response to the target game prop hitting the first virtual object, the target game prop is removed from the graphical user interface; in response to the target game prop hitting a virtual object in the game scene, the target game prop is displayed at the hit location of the virtual object, and when the target game prop hits for a specified time, the target game prop is removed from the graphical user interface; in response to the first game prop hitting the first virtual object or hitting a virtual object in the game scene, the first game prop is removed from the graphical user interface. In a specific implementation, the first game prop will disappear if it hits any object in the game scene, but the target game prop will only disappear if it hits the first virtual object in the game scene, and after hitting the first virtual object, a greater force is applied and the first virtual object is controlled to enter a continuous out-of-control state.
[0069] In a specific implementation, the above-mentioned first skill control can be displayed at any position of the graphical user interface. When the player triggers the first skill control, the controlled virtual object can release the first game prop in the game scene. The first game prop may hit the first virtual object in the game scene, or it may not hit the first virtual object in the game scene. When the first game prop hits the first virtual object, the target attribute of the first virtual object will decrease; when the first game prop hits the first virtual object a specified number of times in succession, not only will the target attribute of the first virtual object decrease, but the first virtual object will also enter a state of continuous loss of control. When the player picks up the target game prop dropped in the game scene, the controlled virtual object owns the target game prop. At this time, the first skill control switches to the second skill control. The player triggers the second skill control, and the controlled virtual object will automatically push the target game prop to move in the game scene. While the controlled virtual object is pushing the target game prop to move, the player triggers the second skill control again, and the controlled virtual object releases the target game prop and switches the second skill control to the first skill control.
[0070] For example, the target game prop could be a large snowball, the first game prop could be a small snowball, the first skill control could be a control for releasing a small demand, and the persistent out-of-control state could be a frozen virtual object, preventing it from moving autonomously. Based on this, the game scene could be packaged to resemble a snowball fight, with a small courtyard made of piled snow. Obstacles are all subject to downward force. The floor of the safe area in the game scene should ideally have no seams, and when the floor is separated, the traces should separate. There should be ground underneath and snow above, with a small amount of cover on the snow. The safe area could be designed as a 90*90 circular area that gradually shrinks over time, becoming a floating island that drifts outward.
[0071] FIG3 is a schematic diagram of a game interactive control system provided by an embodiment of the present disclosure. The graphical user interface (GUI) on the left side of FIG3 displays a first skill control. The figure holding a small, round snowball in the GUI is a controlled virtual object. By clicking the first skill control, the player can control the controlled virtual object to release the small snowball. The game randomly drops a prop box containing a large snowball into a safe area. After the controlled virtual object picks up the prop box, the first skill control changes to a second skill control (as shown in the right side of FIG3 ). When the player triggers the second skill control, the controlled virtual object enters a snowball-pushing state, forcing the controlled virtual object to push the large snowball. The large snowball grows larger, switching form every 0.5 seconds, reaching its full size after 1.5 seconds. The controlled virtual object remains in the snowball-pushing state for 5 seconds, after which the large snowball is automatically released. Furthermore, if the controlled virtual object loses control while pushing the large snowball, the snowball-pushing state is interrupted, causing the controlled virtual object to release the large snowball. When the controlled virtual object pushes the snowball for less than 5 seconds, the second skill control can be clicked again to actively release the big snowball.
[0072] In the above manner, the controlled virtual object can attack the virtual object in the game scene by releasing the target game prop or the first game prop, thereby improving the game winning rate and enhancing the game fun.
[0073] Corresponding to the above method embodiment, an embodiment of the present disclosure further provides a game interaction control device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes at least multiple virtual objects and a safe area, wherein the virtual objects include at least a first virtual object and a controlled virtual object controlled by the terminal device. As shown in FIG4 , the device includes:
[0074] The prop delivery module 40 is configured to deliver target game props into the game scene and control the safety area to gradually shrink as the game progresses.
[0075] The prop trigger module 41 is configured to execute a first trigger operation in response to a target game prop, control the controlled virtual object to push the target game prop to move in the game scene, and control the adjustment of the prop size of the target game prop during the process of the controlled virtual object pushing the target game prop to move, wherein the hit range of the target game prop corresponds to the prop size.
[0076] The prop hitting module 42 is configured to execute, in response to the target game prop hitting the first virtual object, control the first virtual object to enter a continuous out-of-control state, reduce the target attribute of the first virtual object, and forcibly displace the first virtual object, wherein the distance to which the first virtual object is forcibly displaced is negatively correlated with the target attribute.
[0077] The object elimination module 43 is configured to eliminate the first virtual object in response to the first virtual object being outside the safety area.
[0078] The above-mentioned game interactive control device can hit virtual objects in the game scene by placing and releasing target game props in the game scene, causing the hit virtual objects to enter a continuous out-of-control state, making it easier for players to attack the hit virtual objects and improve the game winning rate. Therefore, this method not only enriches the gameplay, but also helps to enhance players' interest in the game.
[0079] Specifically, the above-mentioned prop trigger module 41 is configured to perform: responding to the first trigger operation on the target game prop, placing the target game prop in front of the controlled virtual object, and controlling the controlled virtual object to push the target game prop to move in the current direction of the controlled virtual object.
[0080] Furthermore, the above-mentioned device also includes a movement control module, which is configured to perform: in the process of the controlled virtual object pushing the target game prop to move, responding to a sliding operation on the movement control displayed in the graphical user interface, determining the target movement direction of the controlled virtual object based on the sliding direction of the sliding operation, and controlling the controlled virtual object to push the target game prop from moving in the current direction to moving in the target direction.
[0081] In a specific implementation, the above-mentioned device also includes a speed adjustment module, which is configured to execute: when the controlled virtual object pushes the target game prop to move from the current direction to the target direction, the movement speed of the controlled virtual object is reduced; in response to the controlled virtual object switching to pushing the target game prop to move toward the target direction, the movement speed of the controlled virtual object is increased.
[0082] Furthermore, the prop triggering module 41 is further configured to execute: in response to the controlled virtual object continuously pushing the target game prop for a first preset time, controlling the prop size of the target game prop to increase from an initial size to a target size.
[0083] In a specific implementation, the above-mentioned device also includes a prop release module, which is configured to execute: in response to the controlled virtual object continuously pushing the target game prop for a second preset time, controlling the controlled virtual object to release the target game prop; wherein the second preset time is greater than the first preset time, and the second preset time is the maximum time that the controlled virtual object can continuously push the target game prop to move.
[0084] Furthermore, the above-mentioned prop release module is also configured to execute: in response to the prop release instruction triggered by the controlled virtual object continuously pushing the target game prop for a third preset time, control the controlled virtual object to release the target game prop; wherein, the third preset time is not greater than the second preset time.
[0085] In a specific implementation, the above-mentioned prop hitting module 42 is configured to execute: in response to the target game prop hitting the first virtual object, based on the target duration of the controlled virtual object continuously pushing the target game prop, controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object; wherein the duration of the continuous out-of-control state is positively correlated with the target duration, and the reduction amount of the target attribute is positively correlated with the target duration.
[0086] Furthermore, the above-mentioned prop release module is also configured to execute: in the process of the controlled virtual object pushing the target game prop to move, in response to the controlled virtual object entering an out-of-control state, controlling the controlled virtual object to release the target game prop; wherein the out-of-control state includes a continuous out-of-control state.
[0087] In a specific implementation, the above-mentioned device also includes a state release module, which is configured to execute: in response to the time when the first virtual object enters the continuous out-of-control state reaching a preset time threshold, control the first virtual object to release the continuous out-of-control state.
[0088] Furthermore, the first virtual object and the controlled virtual object are both configured with a first game skill, and the first game skill is used to release a first game prop in the game scene. The above-mentioned device also includes a skill release module, which is configured to execute: responding to a release instruction for the first game skill, controlling the controlled virtual object to release the first game prop; in response to the first game prop hitting the first virtual object, controlling the reduction of the target attribute of the first virtual object.
[0089] Furthermore, the above-mentioned device also includes an effect superposition module, which is configured to execute: in response to the first game prop hitting the first virtual object, adding a first game effect lasting for a specified time period to the first virtual object and starting a timer; in response to the first virtual object being hit by the first game prop again within the specified time period, superimposing the first game effect and resetting the timer to refresh the number of superposition layers and duration of the first game effect.
[0090] Furthermore, the apparatus further includes an effect removal module configured to execute: in response to the timing reaching a specified duration, removing the first game effect attached to the first virtual object.
[0091] Furthermore, the above-mentioned device also includes a state switching module, which is configured to execute: in response to the first game effect being superimposed to a specified number of layers, controlling the first virtual object to enter a continuous out-of-control state.
[0092] Furthermore, the apparatus further includes an effect immunity module configured to execute: in response to the first virtual object being released from the continuous out-of-control state, configuring the first virtual object to be immune to the attached first game effect within a preset time.
[0093] In an optional embodiment, a first skill control is displayed in a graphical user interface, and a release instruction of the first game skill is triggered through the first skill control; the above-mentioned device also includes a skill trigger module, which is configured to execute: in response to the controlled virtual object picking up the target game prop in the game scene, switching the first skill control to a second skill control; in response to the second trigger operation for the second skill control, confirming the triggering of the first trigger operation for the target game prop.
[0094] Furthermore, the above-mentioned device also includes a control switching module, which is configured to execute: in response to the controlled virtual object releasing the target game prop in the game scene, controlling the switching of the second skill control to the first skill control.
[0095] In a specific implementation, the above-mentioned device also includes a prop display module, which is configured to execute: in response to the target game prop hitting the first virtual object, canceling the display of the target game prop in the graphical user interface; in response to the target game prop hitting the virtual object in the game scene, displaying the target game prop at the hit position of the virtual object, and canceling the display of the target game prop in the graphical user interface when the hit time of the target game prop reaches a specified time; in response to the first game prop hitting the first virtual object or hitting the virtual object in the game scene, canceling the display of the first game prop in the graphical user interface.
[0096] The game interactive control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding content in the aforementioned method embodiment.
[0097] An embodiment of the present disclosure further provides an electronic device, as shown in FIG5 , which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.
[0098] Specifically, a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes at least multiple virtual objects and a safety zone, wherein the virtual objects include at least a first virtual object and a controlled virtual object controlled by the terminal device. The above-mentioned game interaction control method includes: placing a target game prop in the game scene, and controlling the safety zone to gradually shrink as the game progresses; in response to a first trigger operation on the target game prop, controlling the controlled virtual object to push the target game prop to move in the game scene, and controlling the prop size of the target game prop to be adjusted during the process of the controlled virtual object pushing the target game prop to move, wherein the hit range of the target game prop corresponds to the prop size; in response to the target game prop hitting the first virtual object, controlling the first virtual object to enter a continuous out-of-control state, reducing the target attribute of the first virtual object, and forcibly displacing the first virtual object, wherein the distance the first virtual object is forced to displace is negatively correlated with the target attribute; in response to the first virtual object being outside the safety zone, eliminating the first virtual object.
[0099] The above-mentioned game interaction control method can hit virtual objects in the game scene by placing and releasing target game props in the game scene, causing the hit virtual objects to enter a continuous out-of-control state, making it easier for players to attack the hit virtual objects and improve the game winning rate. Therefore, this method not only enriches the gameplay, but also helps to enhance players' interest in the game.
[0100] In an optional embodiment, the above-mentioned step of responding to the first trigger operation for the target game prop and controlling the controlled virtual object to push the target game prop to move in the game scene includes: responding to the first trigger operation for the target game prop, placing the target game prop in front of the controlled virtual object, and controlling the controlled virtual object to push the target game prop to move in the current direction of the controlled virtual object.
[0101] In an optional embodiment, the above method also includes: in the process of the controlled virtual object pushing the target game prop to move, responding to a sliding operation on the movement control displayed in the graphical user interface, determining the target movement direction of the controlled virtual object based on the sliding direction of the sliding operation, and controlling the controlled virtual object to push the target game prop from moving in the current direction to moving in the target direction.
[0102] In an optional embodiment, the above method also includes: in the process of the controlled virtual object pushing the target game prop to move from moving toward the current direction to moving toward the target movement direction, reducing the movement speed of the controlled virtual object when pushing the target game prop to move; in response to the controlled virtual object switching to pushing the target game prop to move toward the target movement direction, increasing the movement speed of the controlled virtual object when pushing the target game prop to move.
[0103] In an optional embodiment, the step of controlling the adjustment of the prop size of the target game prop during the process of the controlled virtual object pushing the target game prop to move includes: in response to the controlled virtual object continuously pushing the target game prop for a first preset time, controlling the prop size of the target game prop to increase from an initial size to a target size.
[0104] In an optional embodiment, the above method also includes: in response to the controlled virtual object continuously pushing the target game prop for a second preset time, controlling the controlled virtual object to release the target game prop; wherein the second preset time is greater than the first preset time, and the second preset time is the longest time that the controlled virtual object can continuously push the target game prop to move.
[0105] In an optional embodiment, the above method also includes: in response to a prop release instruction triggered by the controlled virtual object continuously pushing the target game prop for a third preset time, controlling the controlled virtual object to release the target game prop; wherein the third preset time is not greater than the second preset time.
[0106] In an optional embodiment, the above-mentioned steps of controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object in response to the target game prop hitting the first virtual object include: in response to the target game prop hitting the first virtual object, based on the target duration of the controlled virtual object continuously pushing the target game prop, controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object; wherein the duration of the continuous out-of-control state is positively correlated with the target duration, and the reduction amount of the target attribute is positively correlated with the target duration.
[0107] In an optional embodiment, the above method also includes: in the process of the controlled virtual object pushing the target game prop to move, in response to the controlled virtual object entering an out-of-control state, controlling the controlled virtual object to release the target game prop; wherein the out-of-control state includes a continuous out-of-control state.
[0108] In an optional embodiment, the method further includes: in response to the time the first virtual object has been in the continuous out-of-control state reaching a preset time threshold, controlling the first virtual object to exit the continuous out-of-control state.
[0109] In an optional embodiment, the first virtual object and the controlled virtual object are both configured with a first game skill, and the first game skill is used to release a first game prop in the game scene. The method further includes: responding to a release instruction for the first game skill, controlling the controlled virtual object to release the first game prop; and in response to the first game prop hitting the first virtual object, controlling the reduction of the target attribute of the first virtual object.
[0110] In an optional embodiment, the above method also includes: in response to the first game prop hitting the first virtual object, adding a first game effect lasting a specified time period to the first virtual object and starting a timer; in response to the first virtual object being hit by the first game prop again within the specified time period, superimposing the first game effect and resetting the timer to refresh the number of superposition layers and duration of the first game effect.
[0111] In an optional embodiment, the method further includes: in response to the timing reaching a specified time length, releasing the first game effect attached to the first virtual object.
[0112] In an optional embodiment, the above method further includes: in response to the first game effect being superimposed to a specified number of layers, controlling the first virtual object to enter a continuous out-of-control state.
[0113] In an optional embodiment, the method further includes: in response to the first virtual object being released from the continuous out-of-control state, configuring the first virtual object to be immune to the additional first game effect within a preset time.
[0114] In an optional embodiment, a first skill control is displayed in a graphical user interface, and a release instruction of the first game skill is triggered through the first skill control; the above method also includes: in response to the controlled virtual object picking up a target game prop in the game scene, switching the first skill control to a second skill control; in response to a second trigger operation for the second skill control, confirming the triggering of the first trigger operation for the target game prop.
[0115] In an optional embodiment, the above method further includes: in response to the controlled virtual object releasing the target game prop in the game scene, controlling the switching of the second skill control to the first skill control.
[0116] In an optional embodiment, the above method also includes: in response to the target game prop hitting the first virtual object, canceling the display of the target game prop in the graphical user interface; in response to the target game prop hitting the virtual object in the game scene, displaying the target game prop at the hit position of the virtual object, and canceling the display of the target game prop in the graphical user interface when the hit time of the target game prop reaches a specified time; in response to the first game prop hitting the first virtual object or hitting the virtual object in the game scene, canceling the display of the first game prop in the graphical user interface.
[0117] Furthermore, the electronic device shown in FIG5 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0118] Memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be classified as an address bus, a data bus, a control bus, etc. For ease of illustration, FIG5 shows only one bidirectional arrow, but this does not indicate that there is only one bus or only one type of bus.
[0119] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0120] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0121] Specifically, a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes at least multiple virtual objects and a safety zone, wherein the virtual objects include at least a first virtual object and a controlled virtual object controlled by the terminal device. The above-mentioned game interaction control method includes: placing a target game prop in the game scene, and controlling the safety zone to gradually shrink as the game progresses; in response to a first trigger operation on the target game prop, controlling the controlled virtual object to push the target game prop to move in the game scene, and controlling the prop size of the target game prop to be adjusted during the process of the controlled virtual object pushing the target game prop to move, wherein the hit range of the target game prop corresponds to the prop size; in response to the target game prop hitting the first virtual object, controlling the first virtual object to enter a continuous out-of-control state, reducing the target attribute of the first virtual object, and forcibly displacing the first virtual object, wherein the distance the first virtual object is forced to displace is negatively correlated with the target attribute; in response to the first virtual object being outside the safety zone, eliminating the first virtual object.
[0122] The above-mentioned game interaction control method can hit virtual objects in the game scene by placing and releasing target game props in the game scene, causing the hit virtual objects to enter a continuous out-of-control state, making it easier for players to attack the hit virtual objects and improve the game winning rate. Therefore, this method not only enriches the gameplay, but also helps to enhance players' interest in the game.
[0123] In an optional embodiment, the above-mentioned step of responding to the first trigger operation for the target game prop and controlling the controlled virtual object to push the target game prop to move in the game scene includes: responding to the first trigger operation for the target game prop, placing the target game prop in front of the controlled virtual object, and controlling the controlled virtual object to push the target game prop to move in the current direction of the controlled virtual object.
[0124] In an optional embodiment, the above method also includes: in the process of the controlled virtual object pushing the target game prop to move, responding to a sliding operation on the movement control displayed in the graphical user interface, determining the target movement direction of the controlled virtual object based on the sliding direction of the sliding operation, and controlling the controlled virtual object to push the target game prop from moving in the current direction to moving in the target direction.
[0125] In an optional embodiment, the above method also includes: in the process of the controlled virtual object pushing the target game prop to move from moving toward the current direction to moving toward the target movement direction, reducing the movement speed of the controlled virtual object when pushing the target game prop to move; in response to the controlled virtual object switching to pushing the target game prop to move toward the target movement direction, increasing the movement speed of the controlled virtual object when pushing the target game prop to move.
[0126] In an optional embodiment, the step of controlling the adjustment of the prop size of the target game prop during the process of the controlled virtual object pushing the target game prop to move includes: in response to the controlled virtual object continuously pushing the target game prop for a first preset time, controlling the prop size of the target game prop to increase from an initial size to a target size.
[0127] In an optional embodiment, the above method also includes: in response to the controlled virtual object continuously pushing the target game prop for a second preset time, controlling the controlled virtual object to release the target game prop; wherein the second preset time is greater than the first preset time, and the second preset time is the longest time that the controlled virtual object can continuously push the target game prop to move.
[0128] In an optional embodiment, the above method also includes: in response to a prop release instruction triggered by the controlled virtual object continuously pushing the target game prop for a third preset time, controlling the controlled virtual object to release the target game prop; wherein the third preset time is not greater than the second preset time.
[0129] In an optional embodiment, the above-mentioned steps of controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object in response to the target game prop hitting the first virtual object include: in response to the target game prop hitting the first virtual object, based on the target duration of the controlled virtual object continuously pushing the target game prop, controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object; wherein the duration of the continuous out-of-control state is positively correlated with the target duration, and the reduction amount of the target attribute is positively correlated with the target duration.
[0130] In an optional embodiment, the above method also includes: in the process of the controlled virtual object pushing the target game prop to move, in response to the controlled virtual object entering an out-of-control state, controlling the controlled virtual object to release the target game prop; wherein the out-of-control state includes a continuous out-of-control state.
[0131] In an optional embodiment, the method further includes: in response to the time the first virtual object has been in the continuous out-of-control state reaching a preset time threshold, controlling the first virtual object to exit the continuous out-of-control state.
[0132] In an optional embodiment, the first virtual object and the controlled virtual object are both configured with a first game skill, and the first game skill is used to release a first game prop in the game scene. The method further includes: responding to a release instruction for the first game skill, controlling the controlled virtual object to release the first game prop; and in response to the first game prop hitting the first virtual object, controlling the reduction of the target attribute of the first virtual object.
[0133] In an optional embodiment, the above method also includes: in response to the first game prop hitting the first virtual object, adding a first game effect lasting a specified time period to the first virtual object and starting a timer; in response to the first virtual object being hit by the first game prop again within the specified time period, superimposing the first game effect and resetting the timer to refresh the number of superposition layers and duration of the first game effect.
[0134] In an optional embodiment, the method further includes: in response to the timing reaching a specified time length, releasing the first game effect attached to the first virtual object.
[0135] In an optional embodiment, the above method further includes: in response to the first game effect being superimposed to a specified number of layers, controlling the first virtual object to enter a continuous out-of-control state.
[0136] In an optional embodiment, the method further includes: in response to the first virtual object being released from the continuous out-of-control state, configuring the first virtual object to be immune to the additional first game effect within a preset time.
[0137] In an optional embodiment, a first skill control is displayed in a graphical user interface, and a release instruction of the first game skill is triggered through the first skill control; the above method also includes: in response to the controlled virtual object picking up a target game prop in the game scene, switching the first skill control to a second skill control; in response to a second trigger operation for the second skill control, confirming the triggering of the first trigger operation for the target game prop.
[0138] In an optional embodiment, the above method further includes: in response to the controlled virtual object releasing the target game prop in the game scene, controlling the switching of the second skill control to the first skill control.
[0139] In an optional embodiment, the above method also includes: in response to the target game prop hitting the first virtual object, canceling the display of the target game prop in the graphical user interface; in response to the target game prop hitting the virtual object in the game scene, displaying the target game prop at the hit position of the virtual object, and canceling the display of the target game prop in the graphical user interface when the hit time of the target game prop reaches a specified time; in response to the first game prop hitting the first virtual object or hitting the virtual object in the game scene, canceling the display of the first game prop in the graphical user interface.
[0140] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0141] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0142] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A game interactive control method, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes at least a plurality of virtual objects and a safety area, wherein: The virtual objects at least include a first virtual object and a controlled virtual object controlled by the terminal device, and the method includes: Place target game props in the game scene, and control the safety area to gradually shrink as the game progresses; In response to a first trigger operation on the target game prop, the controlled virtual object is controlled to push the target game prop to move in the game scene, and the prop size of the target game prop is controlled to be adjusted during the process of the controlled virtual object pushing the target game prop to move, wherein the hit range of the target game prop corresponds to the prop size; In response to the target game prop hitting the first virtual object, controlling the first virtual object to enter a continuous out-of-control state, reducing the target attribute of the first virtual object, and forcibly displacing the first virtual object, wherein the distance by which the first virtual object is forcibly displaced is negatively correlated with the target attribute; In response to the first virtual object being outside the safety area, the first virtual object is eliminated.
2. The method according to claim 1, wherein: The step of responding to the first trigger operation on the target game prop and controlling the controlled virtual object to push the target game prop to move in the game scene comprises: In response to a first trigger operation on the target game prop, the target game prop is placed in front of the controlled virtual object, and the controlled virtual object is controlled to push the target game prop to move in the current direction of the controlled virtual object.
3. The method according to claim 2, wherein: The method further comprises: During the process of the controlled virtual object pushing the target game prop to move, in response to a sliding operation on the mobile control displayed in the graphical user interface, the target movement direction of the controlled virtual object is determined based on the sliding direction of the sliding operation, and the controlled virtual object is controlled to push the target game prop to switch from moving toward the current direction to moving toward the target direction.
4. The method according to claim 3, wherein: The method further comprises: In the process of the controlled virtual object pushing the target game prop to switch from moving toward the current direction to moving toward the target direction, reducing the moving speed of the controlled virtual object when pushing the target game prop to move; In response to the controlled virtual object switching to push the target game prop to move toward the target moving direction, the moving speed of the controlled virtual object when pushing the target game prop to move is increased.
5. The method according to claim 1, wherein: The step of controlling and adjusting the size of the target game prop in the process of the controlled virtual object pushing the target game prop to move comprises: In response to the controlled virtual object continuously pushing the target game prop for a first preset time, the prop size of the target game prop is controlled to increase from an initial size to a target size.
6. The method according to claim 5, wherein: The method further comprises: In response to the controlled virtual object continuously pushing the target game prop for a second preset time, controlling the controlled virtual object to release the target game prop; Among them, the second preset time is greater than the first preset time, and the second preset time is the longest time that the controlled virtual object can continuously push the target game prop to move.
7. The method according to claim 6, wherein: The method further comprises: In response to a prop release instruction triggered by the controlled virtual object continuously pushing the target game prop for a third preset time, the controlled virtual object is controlled to release the target game prop; wherein the third preset time is not greater than the second preset time.
8. The method according to claim 1, wherein: In response to the target game prop hitting the first virtual object, the step of controlling the first virtual object to enter a continuous out-of-control state and reducing the target attribute of the first virtual object includes: In response to the target game prop hitting the first virtual object, based on the target duration of time that the controlled virtual object continues to push the target game prop, controlling the first virtual object to enter a continuous out-of-control state and reducing a target attribute of the first virtual object; The duration of the continuous out-of-control state is positively correlated with the target duration, and the reduction amount of the target attribute is positively correlated with the target duration.
9. The method according to claim 1, wherein: The method further comprises: In the process of the controlled virtual object pushing the target game prop to move, in response to the controlled virtual object entering a lost state The out-of-control state controls the controlled virtual object to release the target game prop; wherein the out-of-control state includes the continuous out-of-control state.
10. The method according to claim 1, wherein: The method further comprises: In response to the time for the first virtual object to enter the continuous out-of-control state reaching a preset time threshold, the first virtual object is controlled to release the continuous out-of-control state.
11. The method according to claim 1, wherein: The first virtual object and the controlled virtual object are both configured with a first game skill, and the first game skill is used to release a first game prop in the game scene. The method further includes: In response to a release instruction for the first game skill, controlling the controlled virtual object to release the first game prop; In response to the first game prop hitting the first virtual object, controlling to reduce a target attribute of the first virtual object.
12. The method according to claim 11, wherein: The method further comprises: In response to the first game prop hitting the first virtual object, adding a first game effect lasting a specified time to the first virtual object and starting a timer; In response to the first virtual object being hit by the first game prop again within the specified time period, the first game effect is superimposed and the timing is reset to refresh the number of superimposed layers and duration of the first game effect.
13. The method according to claim 12, wherein: The method further comprises: In response to the timing reaching the specified duration, the first game effect attached to the first virtual object is released.
14. The method according to claim 12, wherein: The method further comprises: In response to the first game effect being superimposed to a specified number of layers, the first virtual object is controlled to enter the continuous out-of-control state.
15. The method according to claim 14, wherein: The method further comprises: In response to the first virtual object being released from the continuous out-of-control state, the first virtual object is configured to be immune to the first game effect attached within a preset time.
16. The method according to claim 11, wherein: A first skill control is displayed in the graphical user interface, and a release instruction of the first game skill is triggered by the first skill control; the method further includes: In response to the controlled virtual object picking up the target game prop in the game scene, switching the first skill control to a second skill control; In response to the second trigger operation on the second skill control, confirm triggering the first trigger operation on the target game prop.
17. The method according to claim 16, wherein: The method further comprises: In response to the controlled virtual object releasing the target game prop in the game scene, controlling the second skill control to be switched to the first skill control.
18. The method according to claim 11, wherein: The method further comprises: In response to the target game prop hitting the first virtual object, canceling the display of the target game prop in the graphical user interface; In response to the target game prop hitting the virtual object in the game scene, displaying the target game prop at the hit position of the virtual object, and canceling the display of the target game prop in the graphical user interface when the hit time of the target game prop reaches a specified time; In response to the first game prop hitting the first virtual object or hitting a virtual object in the game scene, the first game prop is cancelled from being displayed in the graphical user interface.
19. A game interactive control device, providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes at least a plurality of virtual objects and a safety area, wherein: The virtual objects at least include a first virtual object and a controlled virtual object controlled by the terminal device, and the apparatus includes: A prop delivery module, used to deliver target game props in the game scene, and control the safety area to gradually shrink as the game progresses; a prop trigger module, configured to respond to a first trigger operation on the target game prop, control the controlled virtual object to push the target game prop to move in the game scene, and control and adjust the prop size of the target game prop during the process of the controlled virtual object pushing the target game prop to move, wherein the hit range of the target game prop corresponds to the prop size; a prop hitting module, configured to control the first virtual object to enter a continuous out-of-control state, reduce the target attribute of the first virtual object, and forcibly displace the first virtual object in response to the target game prop hitting the first virtual object; Wherein, the distance by which the first virtual object is forced to move is negatively correlated with the target attribute; The object elimination module is used to eliminate the first virtual object in response to the first virtual object being located outside the safety area.
20. An electronic device, comprising a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method described in any one of claims 1 to 18.
21. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 18.
Citation Information
Patent Citations
Map display control method and device and electronic equipment
CN115193030A
Game skill interaction method and device, storage medium and electronic equipment
CN116531756A
Control method and device in game, electronic equipment and storage medium
CN116712734A
Game interaction control method and device and electronic equipment
CN117861216A
Virtual object control method and apparatus, terminal, storage medium, and program product
US20230071824A1